Bugia’s Fall

February 16th, 2012

Claiming cooperation from the Forest city to the North, a wandering stranger took to Bugia’s streets, armed with an army of forestal entities. The man, Enal, created a perimeter around Bugia of these entities as he began his magical ritual, which led to the demise of the shady village. Despite both Elysium and Golgonath uniting against such a terrifying foe, the two cities were unable to dent his defenses. While the two cities bickered among each other and threw themselves at Enal’s defenses, structures in Bugia began collapsing and the citizenry was slaughtered.

With an ounce of his sea of strength, Enal instructed mankind to take this time to enjoy their lavish lifestyle, enjoying the comfort of their cities while they could. Taking a nearby troublesome puppy as a trophy of Bugia’s downfall, Enal vanished once more, taking his army with him.

Maps in Akanbar

July 25th, 2011
A mysterious cartographer revealed himself to the world today, asking mortals for assistance in finding the rumored land of Nisse, where gnomes are said to live. Separating into various groups, Lawrence, Seig, Nyxra, Kaede, Cherise and Dave took to searching the land for Nisse, helped by the cartographer’s research.

During the search for the land, the cartographer decided to begin selling maps of the areas around Akanbar, the map locations spaced out throughout the lands in various shops and trading centers. Naturally, the master cartographer was unable to map certain areas due to dangerous conditions, but mortals worldwide rejoiced and spent gold coin after gold coin buying maps all over.

Sea Warfare

May 21st, 2011

Swarms of people took to the sea as sea warfare was discovered, giving people the ability to take their fights to the high waters, sinking vessels and besieging enemy cities. Several features were also added to cities, granting bonuses to those who defend their docks successfully, many left unexplored.

In addition to sea warfare, several islands and hunting areas have been discovered, giving strong and weak hunters alike places to hunt as well as fear. To the north, Mount Ijicen lies in a ever-lasting blizzard, the inhabitants mysterious and the creatures enormous. What other secrets the new changes to the sea bring, only the most adventurous of mortals will know.

Disturbance in the Spirit Plane

April 6th, 2011

Headaches, strange visions and inklings of something being off swept through Golgonath this past year, initially noticed by Malic, member of the Pyromancer guild. After a Pyromancer guard passing out in front of him, Master of Golgonath, Dimetrius, came to the realization that the strange afflictions were only affecting his previous guild, the Pyromancers.

An initiative, led by Viridiana and Dimetrius, began to track down the source of this catastrophe. Having spoken to the guild tutor, Zarkharnos, it was discovered the disturbance was none other than an anomaly in the Spirit Plane. The city of Golgonath spent months gathering the required materials to create a barrier to contain the spirit, uniting against a threat to the city.

When all the material had been gathered, they were sent off to Crafter Kargoth, who created a sturdy barrier to contain the excess energy so as not to destroy the Pyromancer’s Tower. Mistress Viridiana grabbed two nearby villagers, using their bodies as vessels to anchor the spirit to this plane. Once the ritual had commenced, the creature took form, but the magical energy was stronger than Zarkharnos had estimated. Almost immediately, Mistress Viridiana suggested sending the spirit away to Elysium where it was instantly attracted to the magical energy of the Storm Warden’s golden spire. Launching itself at the spire, the beast destroyed it within seconds, changing its focus to the local citizenry.

The creature has taken up home within the tower of the Storm Wardens, venturing away from the roof to kill the unfortunate citizens within.

Massacre in Khazir

June 16th, 2010

Fire lit up the night sky as flames raged through the village of Khazir. After taking a bribe from Lamork, head of the Helmsmere Abbey, the citizens of Golgonath, including Lucia, Ashrabia, Dimetrius, Pyrok and Viridiana, set to planning the decimation of the targeted town. Positioned around the village, citizens of the demon city blocked off all exits that villagers could escape with.

After flame-covered logs had been tossed through windows and bonfires were built around the village, the area was all but burned down by the hand of Golgonath. Unfortunately for them, Ysallyra saw the glow of the fire from the sanctity of their homes. They quickly rushed off to find the source of the commotion, ending up at the heart of Khazir, where the Golgonians were delighting in the torture and slaughter of innocent civilians.

Spurred by the fire spreading into the forest of Ysallyra, the guardians of the trees decided it best for them to stop the fires and, in effect, Golgonath. After a day of fighting and frantic extinguishing of fires, Malic, David, Kenan and Dran from Ysallyra, accompanied by the rogue Derris, were victorious in pushing the Golgonians out of Khazir. Unfortunately, it was too late for most, as the village had already been mostly destroyed both physically and emotionally.

The citizens of Golgonath followed Lamork’s beckons to the magical tower near the eastern highway, where they had previously left a wine-filled goblet to mark their deal. After receiving the pay from Lamork, Golgonath quickly took to arms, murdering the greedy oppressor where he stood, but not after he cursed them with his last breath.

On the other end of the continent, Arkad stumbled into Ysallyra, paying them handsomely with the last of his coins, only to have them turn the funds down and donate them towards the reconstruction of the village.

Emotions flared after the massacre, leading Golgonians and allies of Khazir to butt heads. While it may not be known what exactly the future will carry, it is certain that Khazir will not soon forget the event that took place on these bloody days.

The New Guilds

January 2nd, 2008

One breezy morning in Elysium, a dwarf wandered into the Plaza of Seasons and demanded: “Take me to your Senate!”

In Ysallyra, the Sentinel of the Woods accosted a couple of passers-by, saying: “Something is rotten along the Way of Earth.”

And in the piratical town of Baresh, a man of savage demeanour and the bearing of a knight turned upon two crafters who had approached him, one hand on his sword…

With that, groups of warriors, negotiators and scholars from every realm embarked upon separate quests that would each lead to their own city gaining new fame; new power; a new breath of life. The Elysian Senate gathered its might and rode to war in the burning sands of the Arinoch Desert. The secretive clans of Ysallyra delved deep into the caverns beneath their shadowy forest. The Masters of Golgonath turned to their city’s ancient past and reached out for powers long-forgotten, yet still as potent as the first day they awoke.

One by one, these efforts bore rich fruit. At the edge of Arinoch, Elysium’s forces routed the slavers of Lymr, freeing their erstwhile captives – prospectors of Monadh-Dach, who had been seized by the nomads as they sought out new riches in the desert sands. The High King of the dwarves rewarded their assistance with knowledge, sending his master runesmith to found a new guild in Elysium – and thus the Runesmiths came into being.

In Ysallyra, long-lost caverns came once more to the light of day, a warren of magic and mystery overtaken by monstrous beasts of shadow. As the creatures fell one by one to the blades of the clan warriors, so the original inhabitants of the caverns emerged – the Shamans whose magic had long protected Ysallyra. Recognising the need for their knowledge to be passed on rather than kept buried, the earth mages agreed to take on new pupils – and so the Shamans came at last to their rightful place among the clans.

In Golgonath, a disaffected templar approached the Masters of the city, urging them to seek greater power still than what they already wielded. The ancient pact of the demonic realm and the Underworld surged once more to the forefront: once again a gate was opened for the greatest inhabitants of Bralnok’s fiery realm to reach into this plane. One by one, the ambitious, the chaotic, the savage, grasped the power thus offered, yielding their souls in exchange with a willingness bordering on glee – and thus the Black Legion was born.

What will the future of these young and untried forces be? The hope they each represent for their realms is an inchoate thing, tangible yet formless, incandescent with the future yet overshadowed by the baggage of the past. Only time will tell, as one by one the new guilds and their members settle into place as interwoven components of the ongoing, unending story that is – Akanbar.

A Tale of Two Moons

November 4th, 2007

The night sky split with a deafening concussion. Two beams of light, one smoking red, the other icy blue, speared down from the moons overhead to strike the land. And then, as if the beams were conduits that drained the energy of the moons away, the auras around both moons began to fade and dim…

With that, a year-long period of turmoil and portent was finally brought to a close by a group of clever and persistent adventurers from the cities of Ysallyra and Elysium, and the land breathed a sigh of relief, freed from the ominous magical workings that had hung over it for so long.

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In the year 283, two sorceresses sharing the same surname appeared in cities at opposite ends of the land. It quickly became clear that these two women, twins by the name of Shora and Sehalla Conforius, were on the continent for one purpose – the defeat and death of the other. To this end they bent the very laws of nature to their wills, casting spells of tremendous power that brought the two moons of Akanbar under their control. The result was the most horrendous weather since the Dragon Wars, a time of unending torrential rains, raging tides and devastating floods, while in the skies above the moons blazed with auras of fire and ice.

Eventually, seeing that their struggle was deadlocked – for the sisters were equal in power just as they were identical in appearance – the younger twin, Sehalla, fled the continent for the ancestral lands of House Conforius, which lie on the distant Carmena Isles. Shora pursued her, and the sisters passed out of sight and knowledge of man. But their work did not, and the unnatural weather raged on unchecked.

Finally, spurred onwards by prophecies that the mystics of their cities had unearthed, parties of adventurers from each realm set sail for the Carmena Isles. There, they believed, they would be able to find the sorceresses who had wreaked havoc with nature and compel them to undo their spells.

Sure enough, they found the Conforius sisters – changed to pillars of salt by each other’s magics, frozen forever in the wasteland their battles had made of their ancestral holdings. Unable to pry the secret of the weather from them, the adventurers had to set forth to find their own solution.

With help from the people of Carmena, the party managed to unearth the secret of nullification magic. They created an orb of nullification, which when invoked absorbed the greater part of the weather spells – draining away much of the unnatural aura around Akanbar’s moons, and allowing the natural balance to slowly restore itself.

Thus the crisis was averted, and the land set safe once more. But on the far Carmena Isles two pillars of salt still stand, memorial to the violence that blood siblings may do upon each other in the name of power.

Of Sailing Ships and Sealing Wax

November 3rd, 2007

In recent developments, travellers from the city of Elysium were stranded in a Travanok establishment by the prevalent heavy rains. They found themselves sharing a table with a one-legged sea captain, who in turn shared his tale with them over a mug of ale. So enthralling were his accounts of adventure on the high seas, that the travellers found themselves drawn to follow in his footsteps. Learning the ways of the sea from him, they set about acquiring a ship of their own, and shortly were afloat.

In the course of exploring the coastline, they came across an inlet leading up to Baresh, an old outpost of Golgonath which was lost during the Dragon Wars. Now a town of piracy and slavery, Baresh is independent, but still open to alliance with its old masters.

Word of even more distant lands followed suit on the rediscovery of Baresh: hidden rivers, secret coves and even isles clear across the Great Western Ocean. These tales inspired many other adventurers, and before long a veritable armada of privately-owned sailing ships was quartering the high seas in the search for new places, new faces and, of course, new gold. What lands will be unearthed by our intrepid explorers? Keep an eye on the tides for the news!

Money, Money, Money

November 3rd, 2007

A closed-door conference between the major banks of Akanbar has led to a very significant change in the Akanbarian currency. From using a system based on gold coins alone, the economy of the land will now turn on three different values of coin: copper, silver and gold, ten copper being equivalent to one silver and ten silver being equivalent to one gold.

To the great annoyance of many people, the old gold currency was deemed to have only the worth of the new copper. But there are no free lunches where gold is concerned, and because prices were adjusted to have copper as a base, no one’s assets were really devalued. The new currency has certainly made buying and selling a more attractive process, what with three different colours of money now available for the pocket-conscious to admire.

In other news, the weather is persistently foul, a phenomenon which scholars and diviners have linked to the magically-created auras around the two moons. There is word of apocalyptic prophecies in the Elysium Observatory, strange visions in the Demon Tower of Golgonath and unrest among the spirits in the Grove of the Druids in Ysallyra. Will any intrepid adventurer find a solution to this situation? Stay tuned for more news!

Culture Comes to Akanbar

July 10th, 2007

In recent days, the Ischla’Os Repertory Troupe built a theatre in their hometown, the better to hold operatic and theatrical shows, and to encourage those interested in the performing arts to have a go at it themselves. Next, the skill of Painting was introduced, allowing aspiring artists to create true-to-life portraits, landscapes and even still life images. And now there are rumours that travellers through the Girdilion Mountains have found a strange library hidden amidst the crags, a repository of history, fiction and all the accumulated lore of Akanbar….

The Appearance of the Angels

May 29th, 2007

For some time now, old scrolls have circulated through the land, bearing what appear to be instructions for an unknown ritual of worship. Today, devotees of Anath, Goddess of the Wilds and Zycandos, God of Creation managed to separately complete these rituals before the altars of their gods. The ritual summoned forth angels of both these gods, which have taken up station behind the altars. They do not speak, but only watch: it is hinted that they will offer succour to followers of the gods they serve.

What is the purpose of these beings? What form of succour will they offer? And will the other Gods of Akanbar also send forth angels to aid their worshippers? This is a mystery that only time will be able to solve…

Minor Miner Upgrades

May 11th, 2007

The mining skillset has received a small upgrade, with dormant skills being activated or replaced and a few new ones added. Smaller miners in particular will now find it easier to finance their activities, while larger ones may find certain of their products in greater demand. Enjoy!

Outposts

May 9th, 2007

Raiding has taken on a new face recently with the introduction of outposts and the strengthening of city guards. Each city has been provided with three outposts, which will form a valuable part of their defenses in days to come. When manned, the outposts will be fair targets for small groups of raiders.

In comparison, though, assaults on cities can be expected to take on a new level of difficulty. Raiders will find that city guards of various types have acquired the ability to block both physical and magical movement. As such, live guards can no longer be bypassed – though dead guards are, as ever, easy to walk past.

Those who prefer less confrontational methods of entry need not fear, however. Guards may be more formidable, but with a little skill and ingenuity, one may slip past them in disguise and prowl the city in relative safety. But do remember that even the best ruses only work so many times, and those who try to sneak into a city too often may well find themselves hauled up by the short hairs…

In days to come this new system will be refined and added to. Look out for more updates!

Dungeons

June 11th, 2006

A whole new concept of bashing in Akanbar has been added today, the new dungeon system. Offering denizens the chance to explore a dungeon with a new, random layout everytime they adventure there, and ever increasing difficulty as they descend into its depths, these dungeons provide a new and exciting way to go treasure hunting, either alone or in a group.

The first dungeon launched features the undead, so prepare yourself to face ghouls and skeletons, all commanded by dark necromancers. More dungeons will follow featuring other groups of enemies to face, and perhaps new treasures for those that survive them.

Weather and construction

April 9th, 2006

We are pleased to announce the launch of two new features this weekend.

Firstly is the launch of a detailed weather system, factoring in wind, clouds and rain, all of which will affect the temperature of your enviroment. As a result of this, clothing appropriate to the weather conditions is now required.

The second aspect, and probably the more interesting is the launch of the new player building construction, allowing players to build their own homes for the first time, provided they can gather the necessary raw materials. In this initial launch several house templates have been provided, with many more templates planned for launch in the future, covering everything from a wizard’s tower to a knight’s castle. Of course, besides being a symbol of prestige, these houses also offer some functionality, from larders which slow food decay to gardens where herbs can be grown safely.

Further details of both these systems can be found online.

Tutorial

March 20th, 2006

We are pleased to announce that a totally new novice tutorial has now been implemented, with a view to better teaching new players of Akanbar the core commands they will need in order to fully enjoy the Akanbar experience, as well as one that has been designed to be more immersive, so that players can rapidly be drawn into the ongoing storyline that is Akanbar.

The Shrines of Ascension

February 17th, 2006

Today, five new shrines first appeared around the land, shooting from the heavens like bolts of light, while the very ground trembled beneath the feet of those that walked upon it. After some exploration, these shrines were identified as the new shrines to knowledge, cunning, dreams, battle and leadership, marking the five great traits of the Ascended and providing a route to the ranks of the divine for one amongst mortalkind.

In the days ahead, great contests will be held in which those players that embody all that a shrine stands for will show their worth, and be named as the avatar of that trait, granting them their chance to stand forth for Ascension.

Capture the Flag

February 17th, 2006

Today marked the hosting of the first Capture the Flag tournament in Akanbar, a hectic event with people from all over Akanbar competing side by side in their bids to hold the flags.

In the first round, the blue team of Blux, Zion, Miri and Draith faced off against the red team of Kiernan, Fleur, Twin and Calix. After an intense, but brief match, Zion succeeded in stealing away with the red flag, winning the tournament for the blue team. Shortly afterwards a second round was held, with the blue team now consisting of Blux, Miri and Twin and the red team of Kiernan, Fleur and Sharallin. Following a much longer contest, in which several attempts were made to seize the blue flag, Kiernan finally managed to wrest it away, carrying it safely back to the red base in the depths of the Sian Dorah, an act which led to the victory of his team.

Expect many more such tournaments in the future.

Character histories

February 13th, 2006

Today, a new facility has been added for all players of Akanbar, the ability to write a brief description of your character’s history. As part of bringing this new feature into play, a competition is also being held by Aten, God of the Sun, who will be rewarding the players who right the best character histories in each realm, as well as the best overall history in Akanbar. We would invite everyone to take part in this competition.

The village of Kervoza

January 8th, 2006

Whilst exploring the edge of the Plains of Ash near Golgonath, travellers stumbled upon a new road leading to the previously unknown village of Kervoza, a small town of quarrymen.